Welcome to Elderfield NPC & Villager Guide

Last updated: 2026-09-18 · 9 min read

Welcome to Elderfield gives you nine residents you can actually build a relationship with, a second tier of townsfolk who exist to hand out tasks and services, and a schedule system that moves almost all of them around the map between morning and midnight. Nothing in the game tells you the rotation. This page does: who everyone is, where they live, the four-slot day every NPC runs on, and the three reasons a villager keeps being "missing" when you go looking for them.

Quick answer

Nine characters can be befriended and married: Tanner, Sam, Ellie, Edwin, Josh, Molly, Alice, Blorph and Celeste. Every NPC runs the same four-slot day — morning, afternoon, evening, night — and the evening slot is almost always the Eldersfield Saloon. If a villager is not where you expect, it is nearly always one of three causes: the wrong time slot, rain or snow (which sends most of them home), or a task that has relocated them until you finish it. Homes are fixed and are never the reason you cannot find someone during the day.

The Full Roster

The village splits cleanly in two. The nine "main characters" have schedules, homes, gift tables and a friendship meter that eventually reaches ten hearts. Everyone else is a service or a task-giver, and while a few of them (the Mayor, the Tax Man, the Travelling Merchant) matter a great deal to your economy, they are not relationship targets.

PortraitCharacterHomeUsually foundRomanceable
Tanner portraitTannerTanner's Cabin, at the Old Woods entranceTown Outskirts (West), the bus stop near your home, outside Greystone Estates, outside the Flower Shop, inside the Pet ShopYes
Sam portraitSamApartment 1, first floor, Greystone EstatesThe Town Lakefront all day Monday to SaturdayYes
Ellie portraitEllieTown (North West), the house to the right of the bus stop — the one with boarded-up windowsThe Town Library, the Lakefront, the General Store, outside Greystone Estates, the abandoned building west of the Police StationYes
Edwin portraitEdwinTown (North West), left of the bus stop — the unit with the lit porch lightThe Town Mall entrance, near the Task Board, or in the Sewers by the exit up to the LakefrontYes
Josh portraitJoshTown (West) duplex, right-hand unit — shares the building with AliceAnywhere in Town; the crossroads by the Mall sign, the north-east bus stop beside Old Man Jackson's house, the bus stop near your home, in front of the playgroundYes
Alice portraitAliceTown (West) duplex, left-hand unit — shares the building with JoshThe road in Town (North) by the Town Outskirts entrance, the Mall Food Court, the FarmhouseYes
Molly portraitMollyRuns the Workshop in Town Outskirts (West)The Workshop, the Library, near the Town Task Board, outside the General StoreYes
Blorph portraitBlorphThe Sewers of Town (North East), behind the Police StationThe same spot, all day, every dayYes
Celeste portraitCelesteNo fixed address givenOccasionally just outside the Library during the Season of DeathYes

Character portraits and location screenshots on this page are from the Welcome to Elderfield Wiki, used under CC BY-SA 4.0.

★ Blorph is the easiest relationship in the game to keep

Every other villager moves between slots, which means a friendship you are trying to push to ten hearts costs you a walk across the map most days. Blorph never moves. He is in the sewers behind the police station in every time slot on every day of the week, so the daily talk-and-gift step takes one short trip. The trade is that his gift table is the strangest in the game: he loves Stealth Musk, Godflesh, Godscale, Pickled Eyeballs and the Odd Sandwich, and he hates ordinary food — bread, pizza, wheat, corn, milk, eggs, cake. The full list is in the gift guide.

How NPC Schedules Work

Every main character's day is divided into four slots, and the wiki's schedule tables are read as "where this person can be during this slot". The pattern is more consistent than it looks once you know the three rules:

  1. Monday to Saturday are usually identical. For most characters the only meaningful difference in the week is Sunday, when the church-going residents (Edwin, Josh, Alice) spend the whole day at the Church instead of their normal loop.
  2. The evening slot is the Saloon. Tanner, Sam, Ellie, Edwin, Josh, Alice and Molly all end up at the Eldersfield Saloon in the evening, with the caveat that they sometimes stay where they were during the day instead. If you need to talk to almost anyone after dark, check the Saloon first.
  3. Night is home. Once the night slot starts, residents are at their own address unless a task says otherwise. This is why "knocking on their door" works at midnight and not at noon.

Two modifiers override the table:

  • Weather. Rain or snow keeps Tanner, Ellie, Edwin, Josh, Molly and Alice at home for the day. A rainy day is a lost friendship day unless you go to their house.
  • Task relocations. Several tasks pin a character to a location until you finish them. Tanner waits at the Town Outskirts while the "Lost Gameboy" task is open; Sam relocates around Greystone Estates while "Childhood Fear" is active. If a villager has vanished "for no reason", check your open tasks before you assume a bug.

There is also a Farm visit, which is the single most useful schedule event in the game: when a character visits your farm, they stay until midnight. That is a free, guaranteed conversation and gift with no travel, so take it whenever it appears. See the map guide for how the areas connect.

Where Everyone Lives

Homes matter for two reasons: at night they are the only place a character can be found, and the two Town (North West) houses are easy to mix up because they sit either side of the same bus stop.

LocationWhereWho lives thereHow to tell it apart
Town in Welcome to ElderfieldTown (North West)Ellie, EdwinEllie is on the right of the bus stop in a dilapidated house with boarded-up windows; Edwin is on the left, in the unit with the lit porch light
Town in Welcome to ElderfieldTown (West) duplexJosh and AliceAt the opposite end of the street from Ellie and the bus stop, next to Edwin's. Josh has the right-hand unit, Alice the left
Greystone Estates in Welcome to ElderfieldGreystone EstatesSamApartment 1 on the first floor
Old Woods in Welcome to ElderfieldTanner's CabinTannerAt the entrance to the Old Woods, on the right
Town Outskirts in Welcome to ElderfieldTown Outskirts (West)Molly (workshop)Molly runs the Workshop rather than living in a house; access opens once you complete her first task
Sewers in Welcome to ElderfieldTown (North East) sewersBlorphBehind the police station, down in the sewers

Greystone Estates is worth remembering as more than an address: Sam lives there, the building has a rooftop and a laundry basement with their own events, and the whole complex is a common destination for the residents' day loops. If you are looking for three different people in one trip, this is where to start.

The Characters You Cannot Marry

These NPCs are not relationship targets, but several of them are load-bearing for your economy. Two in particular appear on a fixed rhythm and will not wait for you.

CharacterWhat they doWhen to care
Farmer HansThe farm task line from the Farmhouse; he is how farming opens up in the first placeDay one and beyond — his tasks hand over the first farming tools and recipes
The MayorCivic quests and the festival announcementsBefore each day-27 festival, and at Halloween when the costume is delivered
The Tax ManCollects his due; arrives with the Pale MoonEvery two weeks. He walks into town on the Farm Path, so either have the payment ready or plan around him
The Travelling MerchantBuys crops and animal products at above-shop ratesEvery weekend — Saturday and Sunday, set up on the Farm Path. He only buys certain items each week, at random prices, so check his stock before you sell your best harvest in town
Father DesmondChurch of the Old Gods clergyWhen you start choosing a god to follow
AkiraApartment Building resident tied to the mystery investigation lineOnce your mystery count matters
Klaus, Henrietta and the restSupporting townsfolk and service NPCs with dialogue but no friendship trackOnly if a task sends you to them
"Grandma"Appears after you lose to a Farm Boss and offers to make the boss go away for a feeIf a farm boss is genuinely blocking you and you would rather pay than fight

Friendship, and What It Unlocks

Friendship is advanced by three inputs, and only these three: talking to a character daily, giving them gifts, and completing their personal tasks. Ten hearts is the cap and the point at which relationships can move to a proposal — the mechanics, the schedules you have to work around, and what actually stalls a route are covered in the romance and marriage guide.

The practical consequence of the schedule system is that friendship is a travel problem, not a difficulty problem. Picking one or two characters whose day loops overlap with places you already go — Tanner in Town Outskirts West, Molly at the Workshop, Blorph who never moves — is far more efficient than trying to raise everyone at once and spending the whole day walking. Save your best gifts for the moments you have a character on the farm until midnight, because that is a free conversation you would otherwise have paid travel time for.

"I Cannot Find Them"

ProblemCauseFix
A villager is not at their house at noonDaylight slots are their moving-around slots; only the night slot is reliably homeCome back in the night slot, or catch them at the Saloon in the evening
Nobody is where they normally areIt is raining or snowingRain and snow send most residents home for the day. Go door to door instead
One character has vanished for daysA task has relocated themCheck your open tasks — several pin the giver to a location until resolved
Sam, Josh or Alice is missing on a SundayThe Sunday slot is the Church for several residentsGo to the Church; Sunday is not a normal day for them
I cannot find Celeste at allCeleste has no weekday schedule table — only a seasonal noteLook outside the Library during the Season of Death
I cannot reach a house at allThe house is in an area you have not opened yetGreystone Estates, the Sewers and the northern roads unlock as the main story progresses — see the progression guide
My friendship stopped movingFriendship can also decrease — gifts in the "hated" column cost you progressCheck the character's hated list in the gift guide before you hand anything over

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